private void Update() { get = this; if (CurvedWorld_Controller.current) { if (Input.GetKey(KeyCode.LeftArrow)) { CurvedWorld_Controller.current.leftRightSize = Mathf.Clamp(CurvedWorld_Controller.current.leftRightSize + Time.deltaTime * 20, -7, 7); } else if (Input.GetKey(KeyCode.RightArrow)) { CurvedWorld_Controller.current.leftRightSize = Mathf.Clamp(CurvedWorld_Controller.current.leftRightSize - Time.deltaTime * 20, -7, 7); } else if (Input.GetKey(KeyCode.UpArrow)) { CurvedWorld_Controller.current.upDownSize = Mathf.Clamp(CurvedWorld_Controller.current.upDownSize + Time.deltaTime * 20, -7, 7); } else if (Input.GetKey(KeyCode.DownArrow)) { CurvedWorld_Controller.current.upDownSize = Mathf.Clamp(CurvedWorld_Controller.current.upDownSize - Time.deltaTime * 20, -7, 7); } } }
////////////////////////////////////////////////////////////////////////////// // // //Unity Functions // // // ////////////////////////////////////////////////////////////////////////////// void Awake() { get = this; //Instantiate chunks for (int i = 0; i < chunks.Length; i++) { GameObject obj = (GameObject)Instantiate(chunks[i]); obj.transform.position = new Vector3(0, 0, i * chunkSize); lastChunk = obj; } //Instantiate cars for (int i = 0; i < cars.Length; i++) { Instantiate(cars[i]); } }